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Posted
Ok, anyone here use Lynia, I'm having issues getting her combo's to work, probably cause I'm having issues getting the controls right.

What kind of problems are you having with the controls? If you're trying to set up a controller, just about any controller that Windows recognizes should work as long as the directional input maps to the analog stick.

You can configure the joystick controls by doing the following:

1) Connect the controller(s)

2) Open the game

3) Go the the Options -> Joystick menu item

4) Click the button for each control, then hit the button on your controller to use for that input. The top half is player 1, the bottom half is player 2. The 6 main buttons are A, B, C, D, E, F (which map to P, K, S, HS, O, and SPC in WanWan), and the last one off to the side is the pause button.

Note that, for controllers, it automatically maps the analog input to movement (meaning you can't remap that part - this is why I said it needs to map directions to analog).

Also note that, if you have multiple controllers plugged in, the game engine arbitrarily assigns certain controllers to player 1 and player 2. If the controller you want to use isn't registering with the control configuration, try unplugging other controllers you have plugged in, restart the game, and try to configure it again.

As far as button layout, I can't speak for everybody, but I generally set up my buttons like this:

[K] [HS]

[P] [O] [sPC]

On another note, I play Lynia (although I'd sooner declare Lunathia as my main, if I had to only pick one :v:). I'm not that great at teaching people how to do things, though. Probably the best resources are the poverty wiki (Lynia's page here) and the poverty IRC channel (Greats is usually around there).

http://poverty.mizuumi.net/index.php/Wonderful_World_FAQ#Button_Notation

If you're actually having issues setting the buttons at all, I reccomend using either Joy2Key or Xpadder to bind your controls to keyboard inputs. Remember that if you're using keyboard inputs the "Joystick" option in the game menu must be disabled. If the game menu does not load, you can still change options via the Game.ini file (do it while the game is closed).

To be honest, I would recommend against using Joy2Key/Xpadder/etc if you can avoid it, since those programs tend to introduce input lag. You might be forced into it if your controller doesn't register directionals as an analog input, though.

Also, Greats - looking good with the Orphe page. I'm not sure if hitbox images for every single attack is necessary or not, though ...

Also, I fixed the input on the guardpoint super - you had it a 414O. ;)

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Posted

you guys meet up at #poverty irc, right?

I'm kinda getting into this game but having actual people to play would be cool xd

Posted

@cheese

Getting the hitboxes isn't too hard, and ideally I think they should be there as a resource because. You can see them all side by side, it's a little easier than in game where quite a few moves with low active frames can be hard to see well without slowing down the game (that's actually what I've been doing for hitbox capture).

I'm still working on organizing them in a way that's not super obtrusive and space consuming.

Personally I just avoid the in-game joystick detection altogether because of basically the reasons you mentioned...

1) Directions don't get detected properly

2) Can't choose which player side you're on (necessary for netplay)

Between these 2 things I pretty much am unable to use the built-in joystick detection. My arrows don't work and I can press player 2 buttons only, really useful.

@.saftey and shara

Yeah drop by #poverty on mizuumi, can't garuntee someone will be there to play at all times but stay around for awhile and someone should show up :)

Posted
#poverty has been pretty active lately, you guys need to get back in here

been there; need to actually learn this game first. When you win 3 rounds out of 25 matches (and played another where I won no rounds), it's time to stop playing online for a while.

Posted

@nuclearcheese

When you have some time, I'd like you to use your frame testing method to see what Orphe's 214S~K is on block (I assume it's the same no matter how many times 214S hits before canceling)

All I know for sure is that it seems to be around neutral, probably a little minus. And it's + it's not possible for it to be + more than 7 frames. That's not very specific lol.

thanks

edit:

I also recently found out that there's 6 different types of airtechs! Maybe it seemed obvious but I had never realized, but it's a training mode option lol.

Neutral, forwards, backwards, upwards, downwards, and quick tech.

Most are pretty self explanatory, though I'm curious as to what the technical differences between downward and quick tech is... quick tech seems a little safer in post-OTG situations. I'm also not sure how those 2 are input. If someone could harvest that info off JP wiki that would rock :P

editedit:

http://poverty.mizuumi.net/index.php/Orphe#GP_Frames

I'm also really curious as to what this "recovery" column is... numbers aren't adding up against the rest of the frame data.

Posted
been there; need to actually learn this game first. When you win 3 rounds out of 25 matches (and played another where I won no rounds), it's time to stop playing online for a while.

I'd say just the opposite - you should play more so you can get a feel of how matchups play out and learn how to deal with shit.

(memo to self - follow own advice)

@nuclearcheese

When you have some time, I'd like you to use your frame testing method to see what Orphe's 214S~K is on block (I assume it's the same no matter how many times 214S hits before canceling)

All I know for sure is that it seems to be around neutral, probably a little minus. And it's + it's not possible for it to be + more than 7 frames. That's not very specific lol.

thanks

I'll see if I can motivate myself to look into it later today. If not, probably tomorrow. I'm a really lazy person, if you haven't figured it out already. :vbang:

EDIT: Laziness averted, answer found. See below.

edit:

I also recently found out that there's 6 different types of airtechs! Maybe it seemed obvious but I had never realized, but it's a training mode option lol.

Neutral, forwards, backwards, upwards, downwards, and quick tech.

Most are pretty self explanatory, though I'm curious as to what the technical differences between downward and quick tech is... quick tech seems a little safer in post-OTG situations. I'm also not sure how those 2 are input. If someone could harvest that info off JP wiki that would rock :P

I just took a quick look on the system info page on the .jp wiki, and I don't see any info on it there either. :I:

Pulling up the HTML manual for the game, though, gives a bit of info. Recovering with the HS button is different, and apparently has no invulnerability, but it seems that you can act much quicker (I'm not doing too well with translating this at the moment :v:).

On an unrelated note, in case anyone cares: 6H is called "Just Break".

editedit:

http://poverty.mizuumi.net/index.php/Orphe#GP_Frames

I'm also really curious as to what this "recovery" column is... numbers aren't adding up against the rest of the frame data.

From looking at the frame data - recovery is the number of frames from when the guard point is no longer active until the time the attack hits.

EDIT: Found the requested frame advantage info for Orphe's 214S~K.

Methodology:

1) With an Orphe mirror, find the quickest you can cancel 214S~K

2) Have attacker do 5P as soon as possible, count number of frames to 5P connecting (found via timing when opponent tries to guard 5P) since hitting K to cancel 214S

3) Repeat 2 with defender doing 5P instead

The result is that Orphe's 214S~K, cancelled at the earlier possible frame, is +4 on guard.

Bonus fact: The soonest you can use K to cancel 214S is 11F.

I also found that WW has a rather generous buffer time for inputting moves before you can actually do them. For instance, if you hit 5P a few frames before you leave guardstun, it'll do 5P the first frame you can. Not sure how big of a window it is, but is surely should make inputs a lot easier.

Posted

@cheese

Awesome thanks, yeah the advanced input thing explains how I can consistently do 1F links with Neva lol.

Also +4 is fucking serious business, it already has negative pushback and is basically a free cancel, good news! Especially good news because this means the advanced input buffer can be used to consistently get the full frame advantage. And according to the frame data, all the hits of 214S are 2F active and 2F apart, so this means it should be anywhere from +4 to +1 even with bad timing (i.e. you don't cancel it until after the first hit so you fail to get a first frame cancel). Much more forgiving than I had expected.

Posted
@cheese

Awesome thanks, yeah the advanced input thing explains how I can consistently do 1F links with Neva lol.

Also +4 is fucking serious business, it already has negative pushback and is basically a free cancel, good news! Especially good news because this means the advanced input buffer can be used to consistently get the full frame advantage. And according to the frame data, all the hits of 214S are 2F active and 2F apart, so this means it should be anywhere from +4 to +1 even with bad timing (i.e. you don't cancel it until after the first hit so you fail to get a first frame cancel). Much more forgiving than I had expected.

I'm not sure if the "advanced input" thing works for everything - I just found it when doing the 5Ps during my testing, meaning it does work when coming out of guardstun and when finishing up the recovery on a move, at least.

And +4 is pretty beast, but keep in mind Orphe's fastest attack is 7F startup (2P), and throws are instant. Opponent might backdash too, or reversal if they have it.

Posted
I'm not sure if the "advanced input" thing works for everything - I just found it when doing the 5Ps during my testing, meaning it does work when coming out of guardstun and when finishing up the recovery on a move, at least.

And +4 is pretty beast, but keep in mind Orphe's fastest attack is 7F startup (2P), and throws are instant. Opponent might backdash too, or reversal if they have it.

If you use the right timing and/or combination of moves you can actually make it so that you're just outside of throw range, also 6P is throw invuln. Backdashes aren't so free! though still incredibly risky in the corner.

Posted

So guys, remember when I said the CT WanWan crew was gonna make a combo vid? Well, it turns out the CT WanWan crew is just me and Tales (and neither of us actually live in CT!), and Tales's computer shit the shit.

However, fear not, for a video was still made! I present to you ...

SOME WAN WAN

:kitty:YEAH!:kitty:

All combos by me except for the Sabe combo, which was by Tales.

Also, Youtube fucked up the title slide for some reason - it should say "SOME WAN WAN" but instead just throws some stupid blockiness over the previous slide. Stupid youtube.

For combo notations, see the link in the video description.

Posted

Anime Music No One Ever Would Have Expected: Check

Combos: Check

100% Combos: Also Check

Infinite Combos... Check

Really Stupid Silly Combos Synced With Aforementioned Music: Check

Combos that could have easily been continued more but were not: Check

good shit I'm not the video editing type myself lol

So guys, remember when I said the CT WanWan crew was gonna make a combo vid? Well, it turns out the CT WanWan crew is just me and Tales (and neither of us actually live in CT!), and Tales's computer shit the shit.

However, fear not, for a video was still made! I present to you ...

SOME WAN WAN

:kitty:YEAH!:kitty:

All combos by me except for the Sabe combo, which was by Tales.

Also, Youtube fucked up the title slide for some reason - it should say "SOME WAN WAN" but instead just throws some stupid blockiness over the previous slide. Stupid youtube.

For combo notations, see the link in the video description.

Posted

Anybody who knows Cheese or I would've expected the music. :P Also, I'd have done more combos if my computer didn't suck. >_<

Posted

Oh Tales, I was there when you told me~

I would have done combos if I had time :(

Posted

Had this sitting on my computer for several months, and just today got around to doing some netplay with a friend. It's magical. We were both amazingly terrible, but damn. I've played my fair share of random crap, but for the first play, this was the most fun I've had.

Posted
Had this sitting on my computer for several months, and just today got around to doing some netplay with a friend. It's magical. We were both amazingly terrible, but damn. I've played my fair share of random crap, but for the first play, this was the most fun I've had.

You're actually not the first person to say that the game was actually really fun first time playing lol, ppl just can't appreciate dat mspaint art.

Posted

2 out of 56

i'm going places fast.

would be better to try learning this later when I'm doing less things. It won't cure stupidity, but I might remember how to autopilot things.

Posted

Hey all, figured I'd introduce myself here for now. I'll typically be on the IRC so feel free to bug me for games as well. I main Lynia for now, though I also play Aiwhen, Lemius, and Corona. I'm not super good, but I'm sorta solid? Hope to see you guys in the IRC channel hopefully :3

Posted

Learned actual terms for stuff. Going to clean up the terminology on the wiki a little bit then work on an introduction article for mizublog. Then the next one is more than likely going to be a character overview since the chars make up most the game (despite the great system!).

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